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Przemas

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Everything posted by Przemas

  1. As I've started using 3D Coat more often I've noticed one EXTREMELY annoying setting - it remembers the last used scaling transform and applies it to new objects. So for example I've scaled something on z axis. Then I'm importing a cylinder. And instead of cylinder I'm getting a deformed cylinder, with ellipse as a base. Is there a way to turn it off? I have 2 gripes with it - first of all I don't see this scaling anywhere in the menus. What's worse this scale is applied to new scenes. And you can easily imagine how annoying it can be - I'm opening a file sent to me by another modeler. When this feature is turned on and I don't have any sort of indicator that the 1 or 2 axis scaling is applied it is very easy to insert deformed object - especially if the stretching is not severe. So I'm working on assets for this model having the deformed one as a base. Then I sent those assets to original modeler and we're both confused as the objects don't fit.
  2. quite surprised that it is intended to go to surface mode - I can't grasp the reason behind such decision. But luckily 3D Coat has so much more tools in its disposal - it has turned out pose tool does most of the things I intended to do with voxextrude (and it allows to sharpen / smooth selection border). Amazing swiss army knife.
  3. It's rather basic question - is there a way to sharpen the edges and especially corners of a selection made with closed spline when doing VoxExtrude? Or in other way make indent (voxextrude at first looked perfect for this) in a way that I wouldn't get such soft, rounded corners: edit: one extra question. Why does it go to surface mode as soon as I hit apply? Is it supposed to behave this way?
  4. does the applink work with Linux versions of 3DCoat and Modo?
  5. thx for the awesome work ! Additional kudos to Sergyi for the Linux builds. So happy we have those! BTW - there's a small adjustment that can be done to the "make .desktop shortcut" tutorial. If you add : Path=pathto3dcoatdirectory to the .desktop file you don't have to create .sh script and link to it in the Exec line - you can link 3DC binary directly. Oh, is there a chance we can get proper progress bars in Linux version? Atm I need to check CPU load just to make sure 3DC has not frozen sometimes (when I do some more complex operations that take longer).
  6. @Andrew Shpagin is there a chance 3D Coat could stop creating 4(!!!!) separate folders upon launch? It's really bad. Why not one? Or even better - single hidden folder? What's the thinking behind it? Why not a setting during the first launch (and the one you can later modify in Preferences) where you specify where you wish to keep those settings folders. Current implementation is awful. I really hate when 3D Coat does that in my $Home folder. Linux versions are being patched by Sergii, so at the very least I could use COAT_FILES_PATH variable to specify place for those files, but it always gets back after each update and 3D Coat stops respecting this setting (on my end it suddenly got worse as the version I knew worked in the past somehow does not respect the variable).
  7. Do you know any tutorial explaining real world units workflow in 3DC? I'm trying to make sense of it and I'm struggling. First of all - when I import model into voxel mode I need to scale it all the way up to get proper clay density. While 3DC quite nicely asks me about preserving original scale for export, what about working within 3DC itself? Knowing the real sizes is often crucial - for example when I cut the model into parts and make a small gaps between parts (in reality you can't assemble 2 "perfect parts", you need a small gap between them) I should be able to set the gap size . At this point I'm eyeballing it - setting the offset to the value I want does not work as initial scale has been changed upon import (as written - to get desired density). It would be great for me to have real world measurements inside 3DC - the tools seem there, but I'm a tad confused howto used those reliably.
  8. that's mu guess too polyxo. But I wonder how those get transferred via OBJ? And more importantly howto get rid of them when opening file in 3DC? At this point I simply went through and reexported within Modo (at home don't have access to Zbrush), but it would be great to avoid this extra step.
  9. I've imported a model sculpted in Zbrush - it has been dynameshed before export to get a single continuous mesh (and just in case I checked it in Modo - it looks correct there, no sub pieces etc). But when I open it in 3D Coat (surface sculpting) I get crazy amount of sub parts (layers) in the tree (import w/o voxelization - with voxelization it takes forever to open). Any ideas what's going on?
  10. You rock DIgiman - that was exactly what I've been looking for. So it looks it is doable and I can build a valid workflow around that. Sweet! As for Modo video - yes the parts are separate. This clip simply shows the end result I'm looking for, not a start model . I also moved the parts from each other so you'd be able to see the joint. I've made a quick test on a sample "dolly" and it worked - I got nice joint and as a whole manufacturable model. Can't wait to try a real world and quite complex model tomorrow.
  11. Digiman you raised my hopes - how do you hide the freeze? Ok, I thought that regular spline is a projection based - so it is not suitable for complex cut. Here's a video showing sample joint (and it is not a crazy complex one, but already impossible with straight cutting / straight projection techniques): https://dl.dropboxusercontent.com/u/42025148/3dcoat/samplejoint.mp4
  12. Thank you for looking into this Digiman. Unless I'm missing something / use the tools incorrectly those don't work. Closed spline does some strange projection thingy upon completion (which results in funky hole), it does not seem capable of marking the split area. https://dl.dropboxusercontent.com/u/42025148/3dcoat/3d_coat_cutoff.mp4 I hope I'm simply approaching this the wrong way and it should be done differently in 3D Coat - I might be too fixated on defining the split line. Oh, and when it comes to defining the split line "3D Closed Spline" from the E panel seems like something that would be perfect for the task - sadly there are so few tools it works with and none of those seem relevant to the task. Heck, if this "freeze" thingy actually protected mesh in surface mode from cutoff (or srf hide worked with 3d spline) that would be the solution ... https://dl.dropboxusercontent.com/u/42025148/3dcoat/3dcoat_freeze.mp4 Split and Joints tool is not really useful on organic models with complex split lines as it allows only a flat surface as a cutting plane. And you simply can't do that on a quality model - the joint seam would be too obvious, too visible. When you design a high quality figurine you usually try to hide those in the muscle crevices, crevices between cloth and body etc. Any suggestions how such split could be done would be awesome. I even started thinking about creating some sort of cutter, but still I don't see a viable way t make it - I'm stuck with this freeze mask which while looks like exactly the thing is not.
  13. I'm trying to split the model into parts in 3D Coat - the goal is to create something akin to joints in action figures / garage kits. Basically something like this in Zbrush: http://www.zbrushcentral.com/showthread.php?174566-Cuts-and-key-in-zbrush-4r4 Any suggestion howto approach this ? So far I don't see a viable way - straight cuts seem possible (either with cut tool , or with hide and then "objectify hidden"), but as soon as I need to create something more complex I hit a wall (and that's usually the matter with organic figures - you do not cut straight across biceps for example, you try to hide joint lines in the crevices).
  14. As 3D Coat adds some features for 3d printing it would be awesome to have something similar to this one: Infill structures for shelled models would come really handy.
  15. on my side those seem a PC dependant - on my workshop workstation I get those quite often, while on my linux laptop I haven't encountered them (at least not often enough to notice).
  16. Yeah, that's the impression I got too. But IMO using decimation , "the manual" way gives much better optimized mesh. On the other hand I've dealt with more than a fair share of meshes where it was difficult to explain to customer than gazillion of polys is not needed . Maybe an option where they set printer resolution and click "done" is a way to go.
  17. ok, so I assume layer thickness is in mm (as it is used most of the times)? Also would be awesome to have an option to go with thicknes down to 10 microns - for the higher res printers (I usually print on my machine at 25 microns). I've heard you're working on 3d printing version - can't wait to see what it will look like. Some options to generate supports for different printing methods (not only fdm) would be great. edit: started playing with this feature and have to admit I'm slightly confused by the output - STL? What for? As it makes slices I expected SLC files or something similar. edit: ok, definitely I need to RTFM - my assumptions about this "export to 3d printing" seem to be completely wrong ...
  18. Is there a way to get gumball rotation in 3D Coat ? It helps a lot when you inspect the model for 3d printing (and made me grew fond of this feature - I use it in every app I can ).
  19. Thx Carlosan - added a topic on Mantis .
  20. Ok, so there's an info we should not use forums for feature requests. Ok, can do that ... but.... where should I post those? Mantis seems bug reports orientated, while regular uses seem to be not allowed to create posts on Trello , we can only vote.
  21. dowloaded latest Linux beta - and "black object" bug is gone. Thank you! Look forward to testing it more tomorrow.
  22. Sure - as this feature is so closely manufacturing-related there's no surprise most people who haven't done such things do not have an idea what it is for . This feature fills all undercuts / overhangs on the model. It is crucial if you manufacture the model via plastic injection process (you made plastic aircraft model fe) or stamp it (a coin f.e.). The moulds are made of metal (tooling steel , alu etc) so they can't flex / bend to release the model. Thus all overhangs / undercuts would simply trap the model inside the mould, you wouldn't be able to release it without either destroying the mould or a model. What's more a straight angle often does not do the trick - you need a slight taper (2 degrees f.e.) so the model "slides" from the mould more easily. Usually you think about such things during the initial design of the part in the CAD app. But while it is viable approach for "simple" shapes like a phone cover it is not for more sculptural, complex forms. And this is the area where voxel solutions really excel - while you can fill undercuts with one click using voxels, such feature is out of reach of even expensive nurbs based cad solutions. For me the only things that 3D Coat lacks to fill all my needs in this regards are: 1. draft angle shader - shader that would show you areas that are undercut 2. split at natural parting line tool But I'm already grateful that Pligway has taken care of the most important thing. I deal with the rest by importing the meshes to Rhino / Modo (in Rhino you have some native draft angle tools and you can cut at natural parting line using some projection tools, while in Modo you can set up procedural shader that will display draft).
  23. Linux build - WOOOHOOO! Tapering angle in the undercuts tool will save me lots of time without the need to boot Win. Thank you Andrew and the team! Will test it more a tad. First impressions - as others reported until you choose a shader model is black. Also I had to delete config folders - when I had configs from 4.1 I had some strange distortions on imported models (squeezed on Z axis). But after deleting those and re-registering the app the issue went away. Had one crash during the exit. Saved the dump - if it's of any use let me know where to send it. I've Fedora 21 on my machine.
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